Glad to see you're working on this again.First, thank you, this is a project I want completed personally, too much work was put into it to simply scrap it completely I think. I'm also very happy about the DOS Reborn expansion as well, since it solves most of the problems this one had.
What did you change with Torch though? I'm not seeing anything.Yea, when I say changed the textures I mean the in game ones, not the patches (the textures you made), the usable textures as they appear in game/DB is what I changed.
I still hate the way some of those tiles look in wily's fortress though, clearly not 8bit. Can't say I'm happy with how those columns turned out either though, and that's on me.Actually, the pillars in the screenshots is me, I made this new texture to use for the pillars due to the old ones not matching up to the top parts as much.
flashing floors
The 3D floors seen as the stairway, the lights on the sides are animated, as they were in the source stage.Quote from: "fortegigasgospel"flashing floors
???
Okay, look again and refresh your cache if necessary. flashing lights for everyone forever.I see nothing different, I even looked on a different computer.
"You got: Epilepsy!
Get your weapons ready!"
As much as I want to see the revised version get completed, this one looks great for being more authentic to the original DOS games.I very much want to see the revision get complete as well, as it should be at the rate it is going, hence I advertised it in the first post.
Hopefully this time around we'll get better maps than the older DOS pack.
That's good. Maybe then we won't get an Oil Man map split up into segments and a Shark Man map that isn't completely surrounded by coral.The not split Oil is something I intended. The Coral for Shark was to show the boundaries (which is exactly where it was used in the stage) instead of having the huge wide open walls like Dive, so will be harder to NOT have that, kinda like the sides along Bubble's map. But we will see what I come up with when I get to it.
Just set the horizon beyond the playable area at a lower elevation, with a darker floor texture for clear contrast. It would look significantly better and do away with clarity concerns.Yea, thats what Dive does, but the low gravity it can be tricky telling where it is while jumping. But I'll keep it like that when I get to Shark. Thanks for the pointer Gumball.
Most of the changes look pretty neato, butThat is easy enough to revert back since I haven't done any of these changes to the actual skins yet. He still has minor edits in which he has the purple strips at the tops of his arms so there will still be a change to look forward too.
Wave Man's holes look super weird now, the original sprite was fine for him
Weapons are looking neat. I'm interested in seeing for myself how Shark Boomerang works.Sonic Wave will ALWAYS split on the horizontal axis, the only time it will go vertical is the original shot. If it hits a floor or ceiling the 2 shots will split off towards the direction they came from horizontally meaning it will stay near which ever it hit (so try not to hit the ceiling unless it is a really low one like the Magnet Missile hole in Metal or something). Hitting a single enemy isn't as easy with it but sending it into a crowd will certainly get some hits in and potentially nab a kill of someone weakened. You though do wanna try to hit with the main shot as much as possible since the damage drops off in halves and the main shot is 20 damage (5hko) meaning the first split is 10, the second bounce is 5, and the third is only a measly 2. This of course is subject to change, if it turns out the bounces are simply TOO weak they could be swapped to dropping 5 damage each so 20>15>10>5.
I am a tiny bit confused about one thing though. Sonic Wave splits into two when it hits a wall, but how does it split when hitting a floor or ceiling? Does it bounce back off the floor at a similar angle to the one it hit it from? That sounds like it could get pretty crazy.
The weapons look cool!Shark Boomerang's colors were cyan and white, the cyan was made the secondary color and gray was added as the main to look more unique and interesting and match Shark's colors.
The only thing that bugs me is how half the MM3PC weapons do not have the correct colours. Blade Launcher, Shark Boomerang, and Oil Stream don't use those colours at all in the original game.
And, I can understand why the PC1 weapons have different colours, as they didn't even have colours to begin with in the original game
Here my edit of the version 1.1(a?): http://www.mediafire.com/download/k7ej3haymt5hya2/dos-vbeta1.1b.pk3Now that this is in the right place I'll go a bit more into detail.
Will the OPCCP be used for your old MM8BDM: The Forgotten Adventures (http://cutstuff.net/forum/index.php?topic=6793.0) project? I know you said before (http://cutstuff.net/forum/index.php?topic=10122.msg327124#msg327124) that this isn't really phase one of that, which is still on hiatus, but will the resources from this still be used as a basis?I'm not sure which is going to be used, most likely this one is the intended version for TFA due to being the "more accurate" version. And with the eventual updates to the skins and maps.
I was just thinking about this earlier today when I found that I still had the old DOS map pack. This is one of the projects on here that I'm looking forward to the most. The old Torch Man map was one that I found quite interesting.Well the original version of Torch does not meet my own personal standards anymore, the center room is going to remain mostly in tact for the eventual do over of the map if I am the one who does it. The gimmick is also being completely removed to keep the map more straight forward for gameplay.